250,201 Commits over 3,959 Days - 2.63cph!
Increased Bandit_Guard sense range.
Redesigned bandit guard AI to be stationary.
Bandit town setup.
Added hdprb test scene for bandit town.
added a random chance for FaceNewDirection to animal idle state
Fixed CarShredder_Top_Collider read/write moaning
Fixed shadow proxies on train wagons
Improved control mechanism, removed redundant FirstPersonView, numbered my balls, added addition enum to fgd
crane magnet - fixed incorrect materials on some lods
excavator setup, hdrpb test scene.
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Remove localplayer local angles hack from Entity.EyeAngles()
Added Player.LocalEyeAngles(), which returns the unmodified by vehicle view/being parented eye angles.
Scene2Prefab all - prefabs only
oilrigs setup, s2p.
added hdrpb oilrig test scene.
Fixed map loading failed when doing map/changelevel with .vpk on the end (like when buildcubemaps)
Mil tunnels setup, s2p.
Added hdrpb mil tunnels test scene.
System.Attribute whitelist fixes
Fixed AC handling of arrays
Fixed CEntityInstance being used from engine2.dll, in which g_pEntitySystem is null so was causing things like SetEntityName to crash
Merge branch 'master' of sbox
changing default display on sapling_conifer_small to temperate
Better sewer branch blend map
Disabling graphics jobs on macOS for better profiling
Don't update look direction on modelstate from the server on the local player - we set that every frame so it's more accurate locally
Rotate our smoothed direction instead of lerping
festive xmas wreath holly floating fix
Setting up chip locations and definitions
Can now save shots into folders
Progress on getting player sample working
Change magnet crane animator to physics mode
Zone sample mostly implemented
Crane LOD distance tweaks.
Fixed on/off states for new lightgroups
Magnetcrane flare changes
Can collapse shot list
Added counts to each folder widget
Fixed it better with particle play/stop instead of gameobject sillyness
Fixed the magnetcrane exhaust bind
Magnetcrane: Disabled the always-on reversing light for now
Initial progress on a sample program to test everything
Applied light prefabs to Crane, and broke its exhaust effect binding
Fixed refract mat having a yellow tint
Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better
PFX scene file
Show expandable folders in shot list
Add folder button
magnet crane and shredder sound tweaks + polish
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shredded modular cars now produce resources associated with their attached modules
increased magnet crane respawn time to 5-10 minutes (was 1 second)
PFX scene.
Crane Lightgroups & FX prefabs.
increased kill trigger damage on car shredder
fuel system
hand ik
properly enable/disable damage triggers
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